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Messages - jasonpickering

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46
Early Dev / Re: Microgue
« on: August 21, 2013, 03:05:36 AM »
Mostly redoing a lot of the enemy code, to make it a bit easier to create enemies. I also had a code error that created a new trap. I had a mistake where an enemy stood in place until you got next to them, then they attacked. I played like this for a few rounds and decided to keep it. So "Statues" are going to be another trap added to the game.

I am going to be redoing the level creation the rest of this week, then hopefully I can get some people beta testing and trying out the difficulty curve I have coded in. then I can start adding polish. Also game works really well on my iPad. The controls are really good, and the sprites don't look as large and abstract as they did with the first version I made with the tiny levels.

47
Early Dev / Re: Microgue
« on: August 20, 2013, 03:08:29 AM »
More work more work.

Actually thinking about trying something different with the unlocks. As I currently have it designed each time you win the game changes subtly. I can actually use that system to just set all monsters and traps. So I could in theory give the player a couple "quests" and have the game be completely different. So this time could be in the woods with rats and wolves, next time it's in a tomb with skeletons and liches. Next time it's dragons and demons.

Might be something to consider and solves the problem of to much stuff being thrown at the player at one time.

48
Early Dev / Re: Microgue
« on: August 19, 2013, 11:06:48 PM »
Of course!

I also added in a wolf. It takes two turns for each one of yours. It can be pretty cruel. Also thinking about adding a second tier dragon, that will always move toward the player and will just steamroll any monsters in its way.

49
Early Dev / Re: Microgue
« on: August 19, 2013, 09:03:19 PM »
Added in the new Trap I wanted. Its a large block that is Up for three turns and then down for three turns. Its basically Wall,Wall,Wall, Space,Space,Space.

50
Early Dev / Re: Microgue
« on: August 19, 2013, 02:57:34 PM »
Well right now all the levels are hand built, and the only thing that would be pre-placed are the traps, so Monsters would still be random. Most likely what I will do is build a Room, then create multiple trap layouts for that room.

51
Early Dev / Re: Microgue
« on: August 19, 2013, 04:18:32 AM »
So here is a question. Currently rooms are prebuilt by me then randomly selected. Would it be better if I prebuilt the rooms with set traps. I think that would give me more control over making traps a bit more interesting.

52
Early Dev / Re: Microgue
« on: August 18, 2013, 11:51:07 PM »
I like that idea. Especially since the current art for it is a big skull tile, that turns red when activated. Not sure what the player could get though. Its a pretty simple game with not a lot of lee-way.

53
Early Dev / Re: Microgue
« on: August 18, 2013, 08:02:47 PM »
Spent the morning adding a new trap called the lock. It was a lock and the player needed to kill an enemy on it to unlock the up stairs. while being a cool idea. It was incredibly hard to accomplish. so a wasted morning.  >:( well Back to working on the message and unlock system.

54
Early Dev / Re: Microgue
« on: August 15, 2013, 08:59:30 PM »
Yeah the Desmond is actually written in the UI. I have not started randomly generating characters yet. That will come later.

All the AI is really simple, so Creating something that looks to get you in check might be a good idea. Actually the skeleton currently updates to the Lich which summons Skeletons. Its very annoying and can be a bit hard to deal with.

Yeah the bounce is a bit odd. I just put it in but it does feel a little goofy. I might fix the tween to just an ease.

55
Early Dev / Re: Microgue
« on: August 15, 2013, 03:27:47 PM »
working on the message system that will frame all the info for the player. Currently when you die the evil lord gives a message. On retrieving the Artifact another message pop ups, and when starting a dungeon if something new has been added a message will pop up there.


56
Early Dev / Re: Microgue
« on: August 13, 2013, 02:58:30 AM »
Fireballs would probably be invincible. Meaning you won't be able to move into their spots, currently with the dragon the tiles treat them as a wall, not even giving you a tile to walk into. They would essential act like a one direction rat. I might make the fireball have a face, meaning the player would probably recognize  them moving the same as other enemies. I also want to add flying enemies, that will be above the traps. Meaning spikes won't harm them. But I am not sure how well that will read.

The idea with the trigger is pretty good. I also thought of something that has really complicated some of the levels. I am still playing around with the idea of placement and positioning. I was thinking about possible adding a Rune tile where you need to kill an enemy on that tile.Meaningthe player needs to worry about notjust killing the enemy but also movingthem into position. I have been playing with it while ctesting, picking a tile when I start a floor and trying to kill an enemy on that specific tile. It's been a lot of fun. Not sure what I can do with it in game play yet. If I could maybe even use it as some sort of lock mechanism. Meaning you would need to kill an enemy to progress any further. This is of course late game stuff. I thought it might be good for different paths or maybe even opening a shortcut that skips you ahead a few floors. Or opens a set of stairs right there.

The trigger idea could be fun and I could maybe even recode the enemies to aim for triggers if you are on a trap tile. I also like the idea of the crushers. They have been very cool in ending, but not sure how well they would work here. I also forgot about one of the best traps in shiren that of the trapdoor. I think I will add that next. It will drop the player down a floor instead of killing them.

Also I have written out the "story" or framing device. Basically an evil wizard has stolen some random artifact from the queen and you must get it back. The artifact will stay the same until you rescue it, but each time you die you will be spawned as a new character ( sprite and name) and sent in to get the item. Not sure if i will track how many heroes it takes to get an artifact back. it might be nice to track but not sure if it would be an exciting stat, or if I could use it in game somehow. the story is close to the original framing device I used but this one feels a little more fleshed out, it will also allow me to create a decent villain for the player to focus on. And makes better sense as his defenses get stronger as you continue to thwart his plans. It also gives me a way to tell the player of upgrades. You head into the dungeon and the evil wizard says " ha ha, I just bought a ton of giant snails." And now levels have big menacing snails ( as menacing as snails ca be) in them.

As for new enemies I added the golem today, which replaces the rat as an upgrade. On death it crumbles to dust, but will rise again in a few turns time and liches are in now. They are buggers summoning skeletons randomly. Best to take them out ASAP before they flood the map. Also added giant eyes which wonder the map if they can not swap with you. They upgrade the regular eyes.

57
Early Dev / Re: Microgue
« on: August 12, 2013, 05:40:39 PM »
I have added some code for invincible enemies after adding the Dragon. So more invincible enemies might be a good idea. I want it to make some sense so it would need to be something you can't walk into, like spikes or fire.

I have been thinking about adding more varied enemies now that effect your movement, and are not really dangerous but make it easier for other enemies. One of the original enemies I had were Blobs, killing a blob "Coated" the player in slime and dropped the players movement to only once space.

I currently have Spike traps, and I have mines, but the mines are not really that great and will probably be removed. I want to add a few more Trap types but haven't thought of anything good. I have been thinking about creating a trap that shoots fireballs, which move across the map. I am also thinking about making an enemy that fires a laser or something in the cardinal directions each turn alternating the direction each turn. I want traps that are visible and set off at certain intervals.

58
Early Dev / Re: Microgue
« on: August 12, 2013, 02:25:11 AM »
So working further on the game. going back and forth on the gameplay. if it should just be endless or it should have a definitive ending. I am feeling like it should have a definite ending, but I think the game is a bit to easy at the moment. Although I might just be really good at it.

59
Early Dev / Re: Microgue
« on: August 09, 2013, 02:02:15 PM »
I have been looking for ways to upgrade enemies, as a way of making the game harder. Maybe a second level of the eyes could be large floating be holders or something, and they can move about and swap places. I am also thinking about making it so eyes can attack. It seems odd just to stand next to an eye and have it do nothing.

60
Early Dev / Re: Microgue
« on: August 09, 2013, 03:23:27 AM »
So I am wondering if Floating Eyes, should move around when they are not swapping with the player. they just kind of sit there. Comments?

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